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Apr 20 2012 11:06am
Quote (tudey @ Apr 20 2012 04:54pm)
no that's not what im saying. trappers surely don't beat good hammers 100% and of course shit happens and hammers get in range with you, but you want to be in hammer rangefor as little as possible.

but yea well, maybe a ghost with a certain setup for this matchup (something that I have never seen a ghost actually use vs hammers, but barely any of the "known" eu guys are playing ghost anyway) could actually do pretty decently vs even a good hammer


being in hammer "range" really depends on whats going on in the duel. sometimes its like "I gotta get out of here NOW" and other times its like, "oh there are hammers spinning around me, let me whirl this fool and not get hit".
being inside hammer spirals.. its not that risky if you know where they are and the blindspots/how to move around inside/get out of hammer fields. the problem is when you know there is desync going on and you aren't exactly sure how the hammers are displaced. thats usually a good time to relocate around the moor. even before you get caught inside "danger" areas.
if you know where the hammers are (even if they are desynced, as long as you can read it) you can be pretty safe and confident as you whirl the hammerdin and walk the hammers. imho.

but yeah you are right ghosts do need to take quite a bit more of a risk in this matchup than trappers. but you can always play passive and mindblast until hammerdins make mistakes. and then you can always jump in the fray with a trapper and try to fb hammerdins for fun and to seal the duel. it's assassin vs hammerdin, all very similar to me, and after extensive kicksin vs hammerdin practice taking "risks" vs hammerdins doesn't sound that bad. :P
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Apr 20 2012 11:17am
Quote (Ziecheik @ 20 Apr 2012 20:06)
being in hammer "range" really depends on whats going on in the duel. sometimes its like "I gotta get out of here NOW" and other times its like, "oh there are hammers spinning around me, let me whirl this fool and not get hit".
being inside hammer spirals.. its not that risky if you know where they are and the blindspots/how to move around inside/get out of hammer fields. the problem is when you know there is desync going on and you aren't exactly sure how the hammers are displaced. thats usually a good time to relocate around the moor. even before you get caught inside "danger" areas.
if you know where the hammers are (even if they are desynced, as long as you can read it) you can be pretty safe and confident as you whirl the hammerdin and walk the hammers. imho.

but yeah you are right ghosts do need to take quite a bit more of a risk in this matchup than trappers. but you can always play passive and mindblast until hammerdins make mistakes. and then you can always jump in the fray with a trapper and try to fb hammerdins for fun and to seal the duel. it's assassin vs hammerdin, all very similar to me, and after extensive kicksin vs hammerdin practice taking "risks" vs hammerdins doesn't sound that bad. :P


shame hammers can smite fb jumps (or kicks or dclaw or whatever) -,- kills you faster even with just hoto smite (maybe not if he's in 5 traps though, not sure)

yea you can play passive but so can they^^
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Apr 20 2012 11:24am
Quote (tudey @ Apr 20 2012 05:17pm)
shame hammers can smite fb jumps (or kicks or dclaw or whatever) -,- kills you faster even with just hoto smite (maybe not if he's in 5 traps though, not sure)

yea you can play passive but so can they^^


meh, never really had a problem with hotosmite. idk.
usually when you are at the point of fbing someone they are more concerned with getting out of there or desyncing a hammer than trying to hotosmite and possibly let themselves get into a worse position.
it does have some applications but I dont think its that bad for sins.

meh. if duel gets serious.. mb away 5k hp. doesn't matter what sin type. :P
as I mentioned before though, certainly vouch trappers do have it easier in passive play vs hammerdins. gvh is fun, but yeah it does have some risks if you are going in with whirl, and takes getting used to + knowing desync very well.
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Apr 20 2012 12:12pm
Quote (Ziecheik @ Apr 20 2012 06:24pm)
meh, never really had a problem with hotosmite. idk.
usually when you are at the point of fbing someone they are more concerned with getting out of there or desyncing a hammer than trying to hotosmite and possibly let themselves get into a worse position.
it does have some applications but I dont think its that bad for sins.

meh. if duel gets serious.. mb away 5k hp. doesn't matter what sin type. :P
as I mentioned before though, certainly vouch trappers do have it easier in passive play vs hammerdins. gvh is fun, but yeah it does have some risks if you are going in with whirl, and takes getting used to + knowing desync very well.


If that was common, then imo high pdr builds would become more widely used ( seem to be only used on sorcs atm ).

Imo optimal setup for hammer vs sin would be something like: 2 pala 25 pdr 2 socket with sol sol, hoto, safety rep ring, shadow dancers,2 pala 20 fcr amu, t-gods, mages. With around 45 pdr, the mindblast should theoretically do no damage.
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Apr 20 2012 12:14pm
bad
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Apr 20 2012 12:14pm
Quote (Ziecheik @ Apr 20 2012 05:24pm)
meh, never really had a problem with hotosmite. idk.
usually when you are at the point of fbing someone they are more concerned with getting out of there or desyncing a hammer than trying to hotosmite and possibly let themselves get into a worse position.
it does have some applications but I dont think its that bad for sins.

meh. if duel gets serious.. mb away 5k hp. doesn't matter what sin type. :P
as I mentioned before though, certainly vouch trappers do have it easier in passive play vs hammerdins. gvh is fun, but yeah it does have some risks if you are going in with whirl, and takes getting used to + knowing desync very well.


I like my LS traps acting as dogs also.
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Apr 20 2012 12:15pm
Quote (Jeebus666 @ 20 Apr 2012 19:12)
If that was common, then imo high pdr builds would become more widely used ( seem to be only used on sorcs atm ).

Imo optimal setup for hammer vs sin would be something like: 2 pala 25 pdr 2 socket with sol sol, hoto, safety rep ring, shadow dancers,2 pala 20 fcr amu, t-gods, mages. With around 45 pdr, the mindblast should theoretically do no damage.


xd
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Apr 20 2012 12:43pm
Quote (MoXeR @ 20 Apr 2012 12:57)
well y
guess different stuff works for different ppl

i stated as a hybrid and a dont wanna cut this last piece that gave me the actual impuls to play a sin in the first place :D
i wsm so wsg isnt an option

either way i dont have a hard time vs palys usually

y lets let the ghosts talk again how they go vs hdong :P


Yeah fair enough I guess, some people prefer using ww for mobility but then I guess others are like me and prefer teleport/rw'ing for movement.

max: I think mb'ing them works fine... until they start mediwhoring after failed approaches and then you can't really do shit until you make a mistake and die or run out of mana. :[
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Apr 20 2012 12:55pm
Quote (Jeebus666 @ Apr 20 2012 06:12pm)
If that was common, then imo high pdr builds would become more widely used ( seem to be only used on sorcs atm ).

Imo optimal setup for hammer vs sin would be something like: 2 pala 25 pdr 2 socket with sol sol, hoto, safety rep ring, shadow dancers,2 pala 20 fcr amu, t-gods, mages. With around 45 pdr, the mindblast should theoretically do no damage.


its not common.
its just what happens when players play with standard setups and then.. shit gets srs.
also usually after you mb'd about 2k+ hp away you can start baiting the hammerdin into making dumb plays cause they get frustrated, so it usually doesn't get to *actually* mbing away 5k hp..

but ya you are right it can be nullified, I guess Im just assuming players are playing standard matchups with standard setups.

This post was edited by Ziecheik on Apr 20 2012 01:00pm
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Apr 20 2012 01:02pm
Quote (Ziecheik @ Apr 20 2012 06:55pm)
its not common.
its just what happens when players play with standard setups and then.. shit gets srs.
also usually after you mb'd about 2k+ hp away you can start baiting the hammerdin into making dumb plays cause they get frustrated, so it usually doesn't get to *actually* mbing away 5k hp..

but ya you are right it can be nullified, I guess Im just assuming players are playing standard matchups with standard setups.


Elemental can also be nullified.
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